Project NAH is being rewritten with LibGDX. It will now be able to fulfill its dream at being a scary, tedious yet fun pixely sandbox exploring game. At the moment I am in the process of rewriting the features in the old version, then I will get back on track.

Some notable features in the rewrite so far:

CAVESCave systems using the power of simplex noise to make traversable, extended, multi cavern networks that typically span for tens of thousands of blocks in any direction.BITWISE TILEMAPPINGI think it looks nice INFINITE WORLDSWorld starts breaking roughly at ~5 million *oh no*.http://www.youtube.com/v/_ZqTIz0DOhw?version=3&hl=en_US&start=LIGHTINGUses box2dlights, looks lovely and adds an amazing atmosphere.

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"This will not be Terraria clone"If you would make good terraria clone you would be awesome.

I mean, It wont have every single item terraria does, there probably wont be any of the exact same bosses, it will incorporate my own and JGO's ideas. It will be a survive and thrive game of cource, I even intend on making it much more hardcore than terraria will ever be, and even more intense than battling the eater of worlds or WoF.

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Player has now been somewhat implemented, however movement and mechanics of the player have not been. This is part of my SAGL 1.0 recode (not using LibGDX anymore) and I have already noticed a much more crisp image and a 60+ fps increase. (Thats right. I'm bashing on you LibGDX).

I am debating whether the looks of the player should be skin based like minecraft or only somewhat configurable like terraria, or my own thing all together. Any ideas? (Right now I have support in the code for both to happen)

Heres a picture of the player falling, this is not the animation it will have, and along with that you can see the arms and legs moved.

I also cleaned up the texture of the stone, its beautiful now

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If your engine is featureless the programmer will not want to use it, thus the player will never experience games made by your so-called amazingly smooth engine. You think a programmer will want a simple library that can only handle a few lightweight tasks? Hell no. Most programmers want a library that does all the heavy lifting for them, IE a heavy weight engine that will therefore run slower than yours.

I have no issues with his engine or anything. My issue is when people complain about others' work without understanding how it actually works. Of course LibGDX is slower. Saying your engine is better because it is faster (thus insulting someone else's work) is, at least in my book, ignorance and it is very annoying.

I have no issues with his engine or anything. My issue is when people complain about others' work without understanding how it actually works. Of course LibGDX is slower. Saying your engine is better because it is faster (thus insulting someone else's work) is, at least in my book, ignorance and it is very annoying.

I agree with that, really a public benchmark should be provided with any claims of being 'better' than something else. It's quite possible SwordsMiner used a non-optimal method in whatever he is basing his libGDX performance baseline on. A benchmark and results would also tell as to just how much of an improvement there actually is. (it could be negligible)

libGDX "gets the job done" much faster (and likely more thoroughly) than rolling your own solution, in terms of development time in the vast majority of cases, and is plenty fast for practical applications. That said, the NIH principle facilitates learning many underlying concepts through experience, so carry on. Just realize that that is it's benefit, not the ones you are specifying.

Today I am actually releasing the demo for 0.1.0. I have fully implemented the character and blocks and general mechanics behind and scenes as well as updated to SAGL 1.3 which adds minor performance improvements and does a few other things in the background, most notable being more information in unhandled exceptions. Now this includes many updates as follows:

Full recode to SAGL 1.x

Player fully implemented.

Head rotates towards mouse.

Render culling

Stone texture changed.

As always your picture:

And here is your download and the source (Game under MIT licence, modding allowed but all credit for game is due to me.):

The game resizes nicely when I resize the window. Its quite slow ~15fps. When I click the X to close the window it kinda stalls and does nothing.

I get a solid 60 fps on the game, but thats probably because I have a really nice computer (not saying yours isn't). I will look into optimizing more of it to make it faster. May I ask did the game not stop at all? Or did it take a few seconds for it to stop.

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Ive pushed 0.1.1 to github, however there will be no demo since its only a minor patch, what I had did that made the collision wacky is instead of saying "If there is a block at the head or feet" I said "If there is a block at the head and feet", which you can see how that would mess it up tons.

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I have worked on many ideas, have a lot of them in XMind, and have implemented a few.

I got custom skin color and eyes down, collision down, and I just got loading and saving done.

Unlike Super Doctor Who and SAGL's native way to save and load, I made a new way. I made a binary based saving loading system based off of Notch's NBT, the format used to save and load minecraft. I also kind of based the chunk format off of his own too.

It works like this, it creates a binary for the chunk, inside that there are binaries for its position, and a compound binary full of blocks, the blocks are named by x and y and inside of them they have binaries for their respective x, y, and id (yes, no longer basing it off of class names, blocks have ids)

Here is a gif of it in action, I saved the map on the first windows, and when I jumped on the second I loaded it, notice how the maps are the same.

The game still has the super doctor who icon

I hope you guys enjoy my advances in the game and the coding world.

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It's an interesting concept, but I do feel like the splash screen is there for a tiny bit too long, which I guess isn't an issue if you're doing some valuable things in that time (loading resources, the level, player data files, etc).

Oh and the inventory controls fully work now, and there are maxstacks and currentstacks so you can just have unlimited stuff. However im still working on displaying strings, and may need a point in the right direction before the number shows on the slots.

Blocks have health now, and a maxhealth, so double pickaxes or double axes, or if I implement multiplayer 2 people will all cause twice, triple, quadruple etc. speed. Its essentially like an entity in a game such as minecraft or terraria, if two people hit the entity, the entity takes damage from both. Because of this, blocks will retain their health which will add, or what I think, some great atmosphere to the game and the ability for me to add some (unpromised) features along with this fact.

Blocks also drop items which can be picked up at the players arm length away.

Oh and as you can see picks are implemented, they increase the players speed at mining stone (obviously)

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